+Adranus: Takes the souls of monsters who have allegiance to the scorching flames and merges them with the user's own soul to transform into a beast of flame. Range: Self only. Fuses into Adranus. Number of basic attacks increases by 1. 5 MP. Level 1. Soul Charge: 11/20.

+Tiamat: Takes the souls of monsters who have allegiance to the unpredictable waters and merges them with the user's own soul to transform into a beast of water. Range: Self only. Fuses into Tiamat. Number of basic attacks increases by 1. 5 MP. Level 1. Soul Charge: 0/20.

---Illusion: Uses the refractive and reflective properties of water to bend and twist reality making it harder for the enemy to land a hit. Range: Self/One ally. Increases evasion rate by 50%. 8 MP.

+Hraesvelg: Takes the souls of monsters who have their eternal freedom granted to them by the perpetual expanse of the sky and merges them with the user's own soul to transform into a beast of wind. Range: Self only. Fuses into Hraesvelg. Number of basic attacks increases by 1. 5 MP. Level 1. Soul Charge: 0/20.

---Gale: Summons a valiant breeze that lightens the burdens of the heart and allows the recipient to move and act at a much quicker pace. Range: Self/One ally. Bestows Haste status. 8 MP.

+Kroni: Takes the souls of monsters who have their allegiance with hardest and coldest stones and rocks of the planet and merges them with the user's own soul to transform into a beast of earth. Range: Self only. Fuses into Kroni. Number of basic attacks increases by 1. 5 MP. Level 1. Soul Charge: 0/20.

---Guard: Utilizes the great strength of rock and stone to lessen the efficiency of the enemy's physical attacks. Range: Self/One ally. Increases DEF by 40%. 8 MP.

---Crag: Causes an earth spike to burst out of the ground from underneath an enemy. 100% Int Dmg. Range: One enemy. High critical hit rate. 12 MP. Earth elemental.

+Raiju: Takes the souls of monsters who have their allegiance with the electricity that dances through the sky in streaks and flashes and merges them with the user's own soul to transform into a beast of lightning. Range: Self only. Fuses into Raiju. Number of basic attacks increases by 1. 5 MP. Level 1. Soul Charge: 8/20.

+Fenrir: Takes the souls of monsters who have their allegiance with the barren and uncaring expanse of ice and merges them with one's own soul to transform into a terrifying beast of ice. Range: Self only. Fuses into Fenrir. Number of basic attacks is increased by 1. 5 MP. Level 1. Soul Charge: 0/20.

---Shell: Coats oneself or one's ally in a thin layer of ice that though fragile physically, possesses the capability to resist the effects of magicks. Range: Self/One ally. Increases SPR by 40%. 8 MP.

S-Ability: Might of Abominations- As long as the user is Fused with monster souls, all stats are increased by 20%.

D-Ability: King of Beasts - Completely absorbs all available monster souls to create the ultimate monster soul that allows the user to fuse into the King of Beasts. The user Fuses into the King of Beasts and the number of normal attacks is increased by 2. The fusion only lasts for 4 turns. Level MAX. Soul Charge: --/--.

---For Tomorrow: Unleashes a mighty roar that echoes over the very tunnels of time; when the roar is heard again in the future, the user receives great strength. Range: Self only. All stats are increased by 150% in 2 turns. 6 MP.

---Radiant Present: Blinds all enemies to the dark deeds that occur in the present time with an ethereal light. 100% Piercing Int Dmg. Range: All enemies. Blinds target. 12 MP. Light elemental.

---Obscured Past: Sends an otherworldly cloud of darkness into the recesses of the enemies mind to completely ravage its memories causing its past to be practically nonexistent. 200% Piercing Int Dmg. Range: One enemy. Addles target. 16 MP. Dark elemental.

Profession: Arcane Fletcher - A ranger in both name and appearance but a magus by trade. Like many other magi the Arcane Fletcher possesses an unorthodox and eccentric style of magic; using a bow to channel magical essence into arrows far more deadly than those of your run-of-the-mill archers. [INT-Based Normal Attacks]

Weapon: Wooden Bow - You know, sometimes people just can't afford fancy bows made of crystal adorned with gems. So a traditional handcrafted wooden bow will have to do for now. [Range: 6 cells]Armor: Ranger's Gear - Nah, cloth robes are too fragile and restrictive of movement for my tastes. I'd rather have my armor be like the other rangers'.Accessory: Empty Quiver - No arrows in here, but I might as well look the part, right? [+5 MP]

A-Ability: Arcane Shots

+ Split Shot - "Here, have an arrow. No, in fact, have three." Keine shoots a seemingly normal arrow that doesn't look like there was anything special about it, until it splits into three just before impact. [110% INT Dmg per hit, 3 hits. Range: 6 cells. 10 MP]

+ Imbue - A skill that every mage must at the very least least be familiar with. Keine mentally invigorates herself, slowly recovering energy that has been used or lost. [Range: Self. Grants MP Regen. 8 MP]

R-Ability: N/A

S-Ability: Arcane Brilliance - Anyone can cast a spell or two. And those who study enough may become a wizard. But even after all their extensive efforts only the most talented may be recognized as a magus. Keine's magical expertise grow in direct relation to her magic capacity, passively increasing her INT and SPR by 5% of her max MP. This boost does not change if Keine's MP is temporarily altered during battle via any effect that increases or decreases max MP.

D-Ability: Enchanted Crystal Arrow - "I never miss~" Keine draws her bow back and a arrow made of a bright dazzling crystal is formed. When the crystal arrow is fired it splits into multiple arrows and will follow their target to the ends of the earth. Upon making contact with the target the magic enchanting the arrows will cause the target to become suspended within time. [100% Piercing INT Dmg. Range: Enemy party. High chance of Stasis]

Daskar has long silver hair that reaches down to his waist and sharp indigo eyes. He is tall, somewhere between five foot eleven and six feet, and slim. His skin is almost gray, as if he were dead-Wait, he is kind of dead. Has sharp features and extremely cold eyes. He has lines of stitches across his body and some that travel across his face. One curves up his cheek, stopping under his left eye, and another which cuts through his right eye, swerving around under it toward his hair lining. A third can be glimpsed along his neck but it is usually covered by the black trenchcoat he wears. He also wears a pair of black leather gloves.

Level: 8Next Level: 22/24

Profession: Soul Reaper - A being with the ability to collect souls and use them for their own uses.

Weapon: Scale Saber (+3 ATK)Armor: Ripped Black Trenchcoat - A long black trenchcoat, it's frayed at the hems and has many a tear at the back.Accessory: Studded Earring [+1 SPR] - A single sapphire studded earring that pierces the ear.

S-Ability:+Soul Collection [Passive]: Any and all souls that Daskar collects is carried over to the next battle. Souls Collected: 1

D-Ability: Darkness Sphere [Dark] -Daskar imprisons the target in an impenetrable black sphere, where the target is then continuously tormented until Daskar releases them. The damage done increases by 2 for each soul he has collected. Deals 200% INT DMG. Uses up all souls. Range: One Enemy. Chance of Fear.

+ *Seraph Knight*- The one who claims this profession has devoted her life to the divine God of Creation. Capable of transforming her weapons into pure light, she is dangerous on the battlefield.

+ Archangel- The one who claims this profession has ascended from the rank of a mere knight for the God of Creation to a protector of his realm. Banishing dark forces that dare approach, she shuns all foes with the purest lights. (Resist Light) (Weak Dark) (Flight) (+1 Basic Attack)

+ Valkyrie- The one who claims this profession is the right hand to the God of Creation and has become the leader of all his followers. Using the light of her leader himself, she travels the land banishing all darkness in hopes that light will one day live without the threat of the darkness. (Null Light) (Weak Dark) (Flight) (Shieldbearer) (+2 Basic Attacks)

+ Goddess of Judgement- The one who claims this profession has accepted the offer of the God of Creation and has too become a Goddess of the world. Residing in the domain of light, she banish all dark forces and places the ultimate judgement upon those who side themselves with the cursed element. (Null Light) (Resist Dark) (Flight) (Shieldbearer) (+3 Basic Attacks)

Level: 7Exp: 18/24-------------------Weapon: Mighty Spear- A powerful spear made for those who ascend the rank of novice. (Range: 2 Cells)Armor: Shell Chainmail- Metal chainmail that also consists of the hard shells of Snowclasps.Accessory: Goddess's Tear- A tear-shaped crystal, turquoise in hue, that is said to give Tiamat the River Goddess the power to control the rivers that run along the planet's surface. (Resist Water) (Immune Wet)-------------------A-Ability: Heaven Strike

+ Sacrifice- Pressing her hands to her heart, the user whispers a small prayer before delivering her own stamina and mana to her target. No Damage. User transfers X Hp and/or Mp to the target. Cannot be used if User has 1 Hp or 0 Mp. Range: Adjacent Cell. Varying Mp.

+ Natura's Blessing- Prays to the Goddess of the Elements, Natura, to give a fraction of her power to the user or one of the user's allies. No Damage. Makes next attack chosen elemental. Range: 3 Cells. 10 Mp.

+ Heal- Takes a small amount of light in one's hands and projects it over a target to help them recover from their wounds. 25% Max Hp Healing. Range: 3 Cells. 10 Mp.

+ Focus- Bolsters light mana around the target's eyes to allow them to take better aim and guide their attacks better. No Damage. Bestows Sure Hit for Five Turns. Range: 3 Cells. ? Mp. Light Elemental.

+ Acceptance- Takes in the faith of those around the user to empower herself immensely. No Damage. Increases Range of Basic Attacks by Three Cells for Five Turns. Increases Critical Hit Rate by 15% for Five Turns. Cannot be used if the user has no conscious allies. Range: Self. ? Mp. Light Elemental.

+ Angels in Flight- Nina calls upon the angels of purity to take up arms against her enemies and have arrows of pure light rain down upon the battlefield. 80% Atk Damage. 20 Randomized Hits. Range: All Enemies. ? Mp. Light Elemental.

+ Angelic Judgement- Nina slams her spear down upon her her foe, a sort of rope of lights wrapping around them and squeezing the life out of them 160% Atk Damage. 140% Atk Damage. 50% Chance of Deprotect. Range: Adjacent Cell. ? Mp. Light Elemental.

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-------------------A-Ability: Judgement *LOCKED*

Spoiler:

+ Ascend unto Light- Nina appears in front of a foe in a flash and slashes them up and down and all around several times with her spear before disappearing back to her previous position, charging it with holy light. She then throws the spear forward, an explosion of light causing shards of solid light to pierce her target. 120% Atk Damage. 5 Hits. 150% Atk Damage. Range: 3 Cells. ? Mp. Light Elemental.

+ Darkness Eradication- Nina flies high into the air, light building up around her until she becomes a star that shines ever so brightly. The light continues to build until it bursts, sending needles of pure light flying across the field, attaching to a foe. The needles then burst in a bright flash, eradicating the foe, causing them to disappear from the world forever. No Damage. High Chance of Oblivion. Range: All Enemies. ? Mp. Light Elemental.

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-------------------R-Ability:

+ Pierce- Whenever the user is attacked she stabs a foe in a weak spot dealing 90% Pierce Atk damage as long as she is within a basic attack range.-------------------S-Ability:

+ *Wings of Icarus*- The user is blessed by the Gods with wings made of pure light mana. The user's movement is doubled.

*Skill* is currently Equipped.-------------------D-Ability: Divine Judgement- The user's prayers to the Gods are answered, a golden light burning her foes with such intensity that they may be eradicated permanently. 100% Pierce Atk Damage. Chance of Oblivion. Range: All Enemies. 0 Mp. Light Elemental.-------------------Stats:Next Level: Mp, Atk, Spr

Been a long road to follow,Been there and gone tomorrow,Without saying goodbye to yesterday.Are the memories I hold still valid? Or have the tears deluded them?

Maybe this time tomorrow,The rain will cease to follow.And the mist will fade into one more today,Something somewhere out there keeps calling.

Am I going home? Will I hear someone singing solace to the silent moon? Zero gravity what's it like? Am I alone?

Is somebody there beyond these heavy aching feet?Still the road keeps on telling me to go on,Something is pulling me,I feel the gravity of it all.

Profession:Wolf Familiar - A giant wolf with a ridiculous amount of magical power. She has obtained the power of a familiar and can transform her body into a human-like appearance at will. (Hybrid)

Hybrid - Akari is able to change between her wolf and human form at will without wasting an Act phase.

Weapon: Crystallized Fang - A tooth of a deep blue color that has been altered to serve as a set of white fangs in Akari's wolf-form, and a small fang-dagger in her human form.Armor: Wolf's White Coat - A coat that grows and sheds as Akari ages in life and in power. (Levels with the wearer)Accessory: Dog Collar - A collar to symbolize that Akari has a master to which she only answers and guards.

A-Ability: The Wolf Spirit

+ Rabid Bite - Akari leaps at the enemy and stabs the target with her crystal fang, using her lithe body to quickly dodge past the target's defenses and strike. 110% Atk DMG. 3 hits. Adjacent cell range. May cause Bleeding. 12 MP.---Wolf Form - Akari pounces on the target and pins them down with her superior strength before viciously biting them. 130% Atk DMG. May cause Bleeding. 8 MP.

+ Howling - Akari exposes her neck and howls at the moon like a wolf would. The sight is almost comical since she's in her human form. But her allies know what she is, and they know she's angry. Increases Atk of all physically-based allies and Int of all mentally-based allies by 20%. 12 MP.---Wolf Form - Akari exposes her neck and howls at the moon, crying out with anger and hatred. The sight is terrifying to those who are not on her team. Decreases Atk of all physically-based enemies and Int of all mentally-based enemies by 20%. 12 MP.

Spoiler:

+ Crystalline Jaw - Akari's fang that she uses to attack her enemies grows sharper than before, allowing for stronger attacks that can pierce armor. Increases Atk by 30% and gains +2 Basic Attacks for three turns. Self Only. ? MP.---Wolf Form - Akari's many fangs begin to glow and sharpen, strengthening her jaw to accommodate tougher foes. Increases Atk by 30% and adds an additional effect Bleeding to all basic attacks for three turns. Self Only. ? MP.

+ Familiar's Howl - Akari awakens her powers as a familiar and her blood begins to boil. When she howls, it becomes a shockwave that assaults the enemy. 140% Atk DMG to all enemies in earshot (3 layers of surrounding cells). May cause Confusion.---Wolf Form - Akari awakens her powers as a familiar and her blood begins to boil. But this time, when she howls, it becomes a terrifying roar of anger and hatred that makes the enemy feel fear, the fear that comes from angering one of the Giant Wolves. 100% Atk DMG to all enemies in earshot (3 layers of surrounding cells). Decreases Atk and Int of enemies hit by 20%. May also cause Fear. ? MP.

+ Savage Roar - Akari howls in anger and rage, empowering herself and granting her a swiftness not unlike that of lightning. Increases Atk by 20% and grants Haste. Self Only. ? MP.---Wolf Form - Akari howls with the great force of her lungs expelling air at the enemy, knocking them away and frightening them so their movements slow. 3 cell range. May cause Fear. May cause Slow. ? MP.

+ Ice Fang - Akari stabs the enemy with her fang three times, a chill on the sharp tooth. If the enemy is lucky, they're left with a frozen wound. If not, then the ice burns away at their skin. 120% Atk DMG. 3 hits. Chance of Ice Burn. Adjacent cell range. ? MP.---Wolf Form - Akari's fangs grow three inches longer, but the additions are made of ice. When she savagely bites into the enemy, some parts of her ice-fangs are left inside, burning the skin and causing damage over time. 130% Atk DMG. Chance of Ice Burn. For two turns, Akari's basic attacks have a chance to cause Ice Burn. ? MP.

R-Ability:Spiked Fur Coat - When attacked physically in her Human Form, Akari's fur cloak spreads around to protect her body, reducing damage taken by 30%. When she is attacked physically in her Wolf Form, 30% of the damage is reflected back at the enemy for piercing damage.

S-Ability: Adaptive Skill - For every A-Ability Akari has, she has an additional ability that she can use to substitute for it depending on what form she is in. Additionally, Akari automatically starts the battle in Human Form.

D-Ability: The Wolf Pack - What seems like an attack from hundreds of wolves is only Akari using the magic in the air to create apparitions as she assaults a single enemy, tearing the enemy apart with vicious, hatred-filled fangs. 200% Piercing Atk DMG to a single enemy. May cause Blood Loss.